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If it was an average..then most armour would have resistances and therefore it would be common and may devalue the idea of resitances.
I would rather the some armour have resistances and others dont and therefore the wole amount is added on.....maybe i misunderstod what Ubereil was saying..i do like the idea of the scale being 1-100....makes things more simple.
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veteran
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Joined: Aug 2004
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If you have 50 fireres, and get hit by a firebolt that deals 100 firedmg, you take 50 firedmg. That's the point of haveing res based on %. It gets simpler that way. And now to the commonness of resistance. Every item resists everything better or whorse. A copper armor doesn't resist lightning that well. And prehaps it's not that good at resisting fire either. My point is that resistance doesn't have to be common just because every item has resistance. The resistance doesn't have to be high on every single item (it doesn't even have to be positive <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />). Physical resistance should be one of the resistances. Wearing a heavy platemail doesn't make you harder to hit, but you don't take as much dmg. Only magical items should have a chance on high resistances. And to have high resistance you need high resistance on all your items. And as said, high resistance should be rare.
Übereil
Brain: an apparatus with which we think we think.
Ambrose Bierce
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I get it now and i agree with you...i like the -ve resisance thing...it could be like you picked up some sort of cursed armour..... <img src="/ubbthreads/images/graemlins/idea.gif" alt="" />
Some(not all) armour when identified could be cursed...i.e they decrease...ethier...strength..agility e.g or as you suggest resisances...but why stop at that...lets make it so that when you wear them....you cant take them off <img src="/ubbthreads/images/graemlins/devil.gif" alt="" />!!!! If you are lazy and didnt bother to identify the armour...then you are still cursed <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />
Instead you need to lift the curse..this could be a skill whereby there are 5 levels of curses. History...the dead whom have fallen curse anyone who wears their stuff...curse strength depends on the level of curse.
LEVEL 1-10...Spirit...anyone with 1 skillpoint plus an item say 1 heaing potion Level 11-20...Poltergiest ========2================================> 1 mana potion Level 21-30...Banshee ==========3=================================> 2 healing potions level 31-40.....fallen mage=======4=================================> 2 mana potions Level 41-50.....neferal being=====5=================================> 2 health and mana potions
These weapons/armour relate to those which may be dropped by an enemy or those which can be randomly found. You are only cursed when you wear the items not if you pick them up. These items will go for cheap as merchants wouldnt want to by them but some evil or normal merchants might pay a good sum...so look around.
Tragic
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veteran
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Joined: Aug 2004
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To prevent this cursething Tragic, think auto-save <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />. Otherwise I like the idea. Maybe other pepole should wear cursed items and cry about it at the market, where you can lift it (=>get good algiment points) and take charge (=>maybe not good alligment points, but you'll get cash <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />). You could allso add some quests containing cursed items (for some strange reason you pou this cursed ring on, and then you have to lift the curse, and damn, the skill doesn't work. You've heard of this famous curseliftere in Verditsis...).
And allso, you should find some way to regulate money. It's simplly not fun when you're economicly independent (is that really a term in English?) half way through the game. Allso, make the items you can buy worth it to buy them. Finding it all is kind of useless (even though in the end this is what you do)...
Übereil
Brain: an apparatus with which we think we think.
Ambrose Bierce
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OP
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Well if you identfy the gear you would know that its cursed...it would say so...but i can understand that a slip of the mouse might case you to wear it....
I am sure some healers and a few mages will offer to lift the curse...for a few of corse..maybe one of those healers will only render their services to you if you complete a specifc quest.
E.g you talk around to the common folk and they say Azbel...hes a realy good healer and some say that he can lift curses and sell the best magical stuff..but you need to be is friend...i hear hes looking for someone to get him a really rare gem.
Now my other idea was this:
Since the release of the new screenshot..im guessng that the divine world as changed....so please use your imagnation when consderng ths idea
Assume everythng in Rivellon is the same unless otherwise mentioned.
Ok you start off again in Aleroth...imagine you are at the north wall of aleroth. Its not a fence anymore but a wall...but there is a opening between a row of trees which you emerge( but is off-limits..i.e you cant go there) The east,south and west of Aleroth are also walls but do have one opening in them whereby there is one guard wanderng around for each opening...on the east opening there is a small house where the soldiers live.
The remaining houses are still intact and one of them is a small inn,2 healers,one weapons shop,a mage and the rest are families living there. The dungeons are still there but only have 3 levels...the deeper dungoens have caved in..following paladins entering and combating some sort of evil.
When you speak to the townsfolk the mention some sort of slaughter by paladins because of some rock which made them evil...also that there was some sort of resergence of evil in the dungeons and therefore the paladins went down there...only a few came back...but they seemed confident that the evil has gone forever. Outside Aleroth the south and the east are mostly light wooded areas.Indeed to the east before there was dense woods which could not be trespassed upon..but now the area has become lighter and is also crawling with enemies and woodland creatures.. To the very east of these woods near both the north and south egdes of the boundaries...you will find a evil witch and a huge ogre...quite a chalenge for the young adventurer!!!
Very south of Aleroth..near the brigde...you will find an old cave which is infested with bandits..the cave isnt as dark and stinky as the trolls had lived there but quite habitable...and clean.
Further South....and you will find dead tress and also a cemetary..were some undead will make you feel most unwelcome <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />.
Tragic
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Joined: Aug 2003
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Bring back some of the music of <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> but a little diffirent. (and new songs also. ) <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
Not in the mood for cheese? That excuse has more holes than a slice this fine Gorgombert!
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You know music was an underestimated factor in the greatness of <img src="/ubbthreads/images/graemlins/div.gif" alt="" />.....Krill(sp) is a good composer.
Ok back to the <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> map.
After crossing the brigde you will find that some areas of the farmland are flooded(reference to <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> Act 3..?)...while the farmland is now almost back to normal...there have been some persistance flooding from below.) the farmers want you to investigate and so you will find 1 or 2 caves filled with lizards which you must clear out....1 level of dungeons avialible in this part.
The Paladins fort( the old abbey) remains where it is....there is a shrine(for healing purposes),a training ground...where you have an instructor(like in fighters guild in <img src="/ubbthreads/images/graemlins/div.gif" alt="" />) where you can after completing a few tasks gain some skill points.(i do not mean trainers like <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> where you pay them money)
Going south...the poor quarter...is still a bit poor(a few good houses)...but the quarrentied area is now a shelter...where all the poor can gain alms and free treatment if neccessery.
Indeed this area is developing and the roumor being that soon afew more houses will be built. Indeed the poor section are waiting for a delivery of materials so that they they can construct a few new houses...if you complete this quest then after 2 weeks of game time you will see 3 more houses being built. Also the poor will tell you more rumors which may help you later on in other matters.
The houses will be built just south of the shelter. Between the shelter and the archery guild...there will be a big cave....rumor has it that a neceromancer took to the cave soon after the spiders were cleared and has expanded it....no one dares go near there...1 level of dugeons but exploring you will meet a few friendly creatues along the way...a wandering paladin who has lost his companains trying to get rid of the necromancer( sounds familair??..a reference to <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> storyline)...an orc trader..yeah he doesnt care who trades with him so long as he can get money)...a pack of goblins who are trying to mine gold to get rich but encountered a problem and need your help.
Thats it for today....
Tragic
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Ok now on to Verdistists(sp..lol)...lets call it verd.
Due to the sccess of businessmen like Sir Dante and Sir Patrick...Verd has grown...indeed now there is another company..a group of 8-10 merchants who own small shops/tradng posts in the area.... Becuase Sir Patrick and Sir Dante have died and their successors(their illigetimate children) do not have the klller instinct..there is now a three way race for power in Verd.
The town itself has grown...there are 5 more merchats..one of which is a shady character who sells...amongst other things charms and an assortment of small weapons/light armour.
Another merchant sells the best selection of heavy armour in Verd....also its ruored to be the base of the assassins guild....
The third is an old member of the fighters guild and whom specialises in heavy weapons such as swords,axes hammers e.t.c
The fourth also speciaises in weapons but some of her selection is quite rare..she also sells mundane items like rope,iron bars,candles e.t.c...her weapons can be a bit rare but she also sells unorthadox weapons like spiked chains,wierd staffs,bull whips e.t.c
The fifth is a small tavern/food shop..2 rooms aviabile.
Its interesing to note that all these are owned by the company of 8...whom it is rumored have connections to the assassins guild.
Speaking of which....in Verd its known that there is a slight truce between the two becuase of danger from the north. To the North of Verd we have the colder/rocky mountains in which all sorts of monsters lurk and you have the ability to explore these areas..cave trolls are dangerous here as well as mountain giants..there are also some flying creatures and wild bears.
When you leave Verd form the north the plain is slightly uneven To the east near the centre of the plan you will find a rocky dungoen cave...the west..slighlty to the south high scalling mountians.....if you ventre contiually north.the landscape would be slghtly icy/snowy..
Tragic
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Ok forget about the different changes for a while......
what if certain items could impart temporary abilities e.g
You eat say dwarven bread....and you get the ability to tunnel underground....this can be good if you want to sneak up/pass an enemy unnoticed...say this ability lasts for 1 minute after which you will automaically surface.
If you eat elves grain...you can climb trees and scout the area.
If you combine say a reptiles bone and chese..you get a flying potion which temporarily allows you to grow wings...imagine you are about to fight an orc and you drink the potion...fly around him shooting arrows while he heads for cover/runs away!!!!! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
Tragic
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Ok back to the new world of rivellon-
Where the old orc camp was on the south east part of <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> is now a few houses and a small food shop...also there is a small watch tower in which a few of Lucien guards are at.
A small wood has grown there linking it to Timmys house...in the middle the so called mages guild.
The town guards a brigde in which crossing it leads to the wastelands and the new orc tribe led by Garth. It seems like the orcs have their own problems....some orcs have rebelled and formed their own tribe which is in competeton with Garths one....Garth reckons that there is some form of evil a work here.
After besting the tribe and its leader you are drawn to the mysterious ruin which is rumored where Lucien found something. The cave is surrounded by a light swamp but is easily crossible. The cave has only three routes...some routes were blocked/destroyed.(these are still infested with monsters mind you).
You come across...Elina..whom states that she is responsilbe for the evil of the orcs but before you can fight her...she vanishes.
After leaving the cave you find that if you go north...you wlll find a cave opened up where a powerful being is said to live. When you reach the end of the cave...you find a demon caled asmodeus....you have the option of not killng him....but in ether way you dont get much out of him.
Tragic
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Joined: Mar 2003
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Anyway, in DD2 I'd like ti kill Asmodheus anyway, and because he was so evil to the Elder Alokam, her Goddess should support the fight against him (and against the Damned One, too, probably). That's my opinion.
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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Sure,we could include the ranaar in somehwere..ive finished a plot of <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> 2(well my version anyway) and i should post it.
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Joined: Mar 2003
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an more complicated alchemy system, not the to obvious red flowers, blue flowers... but every plant has some chemical properties. The player would then need 1 to find books with detailed recepies for potions or he could just guess about and kill himself in a explosion caused by a chemical reaction <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> Most recepies should be spread over the world in scrolls, books etc. Some aren't written down and can just be found out by coincidence. Some plants just don't do a thing but are still able to be extracted. All strong potios should include dangers on making them. not a chance thing but things as wrong amounts = wrong effect, even deadly.
Should be fun and frustrating at some point <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />
It's one of these days...
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veteran
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Joined: Mar 2003
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Bring back some of the music of <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> but a little diffirent. (and new songs also. ) <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Yes. I definitively think that the original <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> title theme should reappear. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> I liked it very much as I heard it in the cave of the Riddler ... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Late correction : Level 11-20...Poltergiest ========2================================> 1 mana potion It should read "Poltergeist", that's the correct word. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
Last edited by AlrikFassbauer; 08/06/05 07:16 PM.
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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Joined: Mar 2003
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The more Kirill the better
It's one of these days...
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Draghermosran:
Thats an inbelieveable idea.
What could happen is that once you get a skill point in alchemy...you would be able to decipher books relating to the code which healers use to write their potions...thus unlocking alchemy recipies...and being able to create the potions themselves.
Alrik: <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" />
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Joined: Aug 2003
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Since it is 3d now I suggest that the teleporter stones are a bit bigger and shoot a ray of light into the air so they can be located easily in the world and on the map.
Not in the mood for cheese? That excuse has more holes than a slice this fine Gorgombert!
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old hand
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old hand
Joined: May 2004
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[quote]Bring back some of the music of <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> but a little diffirent. (and new songs also. ) <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> ye, that would be nice. i would like to hear a extended version of that music at the cursed abbey too <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> really liked that 1
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Joined: Apr 2004
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@ morbo
In hardcore mode, would the teleporters also attract monsters to them? unless they are in a building???? I mean... they even show up on the map... clever monsters should be able to know where they are, then go to them to wait for "fresh meat"
<img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" /> <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" /> <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />
Your existence alone, is excuse enough for the creation of the entire universe… Il you my darling Jeanne-Dré
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Joined: Aug 2003
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please no starforce. Since the game will have a multi player aspect you can use an ordinary key. When some one with a false key logs in on the servers you can block the game and his account. Use steam, force internet connections to play the game anything but starforce.
I've gotten another starforce game (trackmania sunrise) and it won't work on my xp 64 bit (haven't tried <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> on xp64 (checked the faq nope it doesn't)). Lucky I have a dual boot system.
Not in the mood for cheese? That excuse has more holes than a slice this fine Gorgombert!
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